GAZETTEER



FEUDALICIOUS! Takes place in the fantastical world of Nezdriodel, with a focus on the beleaguered continent of Bravehold, which has recently become a hotbed for war and uneasy alliances between 5 very different Kingdoms all forced to band together against a looming threat. Below is a brief overview of the 7 Kingdoms that can be found there and a few notable locations in each.


Home Sweet Home: Below is a broad overview of each of the Kingdoms of Bravehold, with a sample selection of some well-known locations in each. While there are far more towns and places of interest crammed in every corner of the world, the ones noted below are among the most famous. When you make your character, make sure to choose a hometown for them and take note of the Roleplaying Tips listed for each place. Where you grew up has a big effect on your personality and character, and Bravehold is no exception. These hints are just suggestions, of course.

 


When one thinks of the archetypal medieval Kingdom, a place like Valtmoor most likely comes to mind. A lush land peppered with some of the most arable farmlands in all creation are protected behind indomitable castle walls, proudly hung banners, and slushy moats. Valtmoor is home to numerous powerful, wealthy noble families who constantly plot and scheme to have their way. It is a land of gleaming Knights, impregnable fortress keeps, and hard working peasantry. Valtmoor makes a dandy place to focus a campaign, in case you were wondering…


Governance: Valtmoor is a full fledged Monarchy with a strict social hierarchy. Serfs are the lowest social class, ruled over by affluent Noble families and wise Clergy. The Nobles and Clergy share the same general level of social influence, but do clash from time to time. Dukes and Duchess’ wield great influence and rule over Duchies that dot the land. Life in a Duchy can vary vastly depending on who is ruling over it, and some Serfs certainly have a worse lot in life than others. The head of the State is the King, and the head of the Church is called the Pontriarch. The two titles have about the same level of power and influence.


Silverleer (Capital)

Often touted as the jewel of Bravehold, Silverleer is the seat of power for the Valtborn people, boasting the world’s largest population and most exquisite Courts. Silverleer is a testament to everything remarkable about the Valtborn, with its cobblestone streets and imposing battlements making it one of the most famous places in all of Bravehold. Courtly intrigue is a deadly game in the capital city of the Valtborn, and only those most adept at shrewd political maneuvering can make their way in this teeming metropolis. Political machinations often spill over into complex webs of ever-shifting alliances and courtly one-upmanship, with everyone’s eyes on the ever-enticing Silver Throne of Valtmoor. King Royceland Faldain is beloved by his people for his good nature and wise rule, and currently acts as Monarch of the Kingdom. The King’s pure heart also makes him a tad bit naive when compared to the other politically treacherous noble bloodlines that stuff his city to bursting.


Roleplaying Tips: Nobles and Clergy from Silvermont excel at all things political, and you never make your true intentions known. You are a part of several conspiratorial schemes that you sometimes have trouble keeping track of. You live in wealth and opulence, and carry yourself accordingly. You know full well that one slip up could cost you everything, and seek to exploit the mistakes of your rivals (which means anyone but you). If you are a Serf, you are probably oblivious to the political machinations around you, and do your best to steer clear of your betters (at best), or perhaps you have skills that make you a valuable pawn in the never-ending games of the upper class (at worst). It may be tempting to mingle with those of elevated stations, but you will be the first loose end cut off when the time comes.


Prideworth Keep

Renowned for being the birthplace of some of the finest warriors who ever picked up a blade, Prideworth Keep is ruled by the legendary Duchess Corynne Proudhelm, who has proven herself countless times on countless battlefields. The Duchess is fair and straight forward, holding no tolerance for political games or deception. Her lands are well-governed without being affluent, and she maintains a healthy military that consumes the vast majority of her coffers. Because of this, Prideworth Keep is a spartan place with little in the way of amenities. Duchess Proudhelm is very pragmatic and cautious, and Frost Goblin raids on Prideworth Keep have intensified as of late. The Duchess is preparing for a full on assault any day now, and she is making sure that her holdings are ready for that occasion. Duchess Proudhelm is one of the finest military minds in all of Bravehold, and many flock to Prideworth Keep in hopes of learning the fine arts of strategy and battle under her. The Hold is also one of the most well-fortified places in all of creation, and the Duchess has a keen interest in all things relating to new-fangled defensive weapons and tactics. She has even devised some impressive and new siege weapons herself and is most eager to test their functionality. 


Roleplaying Tips: You are most likely hardy and used to working for what you have. Fairness is important to you, and you have little use for overly flowery decorum. Unlike most places in Valtmoor, Serfs and Nobles do not have a contemptuous relationship in Prideworth Hold. Everyone works hard for their share for the betterment of everyone else. Those born from this place are renowned for their stubborn, stoic personalities. Prideworth Hold is incredibly well defended, and you might have an interest in craftsmanship and technology to both construct and operate massive siege equipment and weapons of war.


Triplebeak Hill

Duke Medvin Tarringdon rules his duchy with an iron fist, taxing his people heavily and punishing any offense with devastating authority. The Tarringdon family is the epitome of dysfunction, being petty, arrogant, and infinitely quarrelsome with each other. Most of the family’s energy is spent squabbling with their siblings over this or that inheritance or recent imagined insult. Triplebeak Hill is a place where Serfs have it worse than anyplace else in Valtmoor, and are severely overworked and sternly disciplined over the slightest infraction. Rumor has it that the Tarringdon family were so reviled by other nobles that the Duke was given dominion over a Duchy all his own just to get the family as far away from the Capital city as possible. This rumor is, of course, completely true. The Duke is not a very religious man, and not-so-secretly despises members of the Clergy. Indeed, they despise him right back…


Roleplaying Tips: If you are a Noble, you most likely hail from the Tarringdon line and hate each and every one of your siblings, but revel in the unabashed authority you wield in the region. Your holdings are small and unimpressive, but your power is absolute. This is preferable to you, as it is better to be a shark in a muddy pool than a toothless guppy in a massive ocean. If you are a Serf, then I feel really bad for you. If you are a member of the Clergy, then what the heck are you doing here?


Ecclesia 

The heart of the Church of Valtus is the religious stronghold of Ecclesia. The faithful congregate and cling tightly to the tenets of the Silver Liege in this beautiful city, which houses the headquarters/stronghold of the Church itself, the massive Cathedral of Silver, which houses some of the most holy of saintly relics found in all of Creation and acts as home to the highest ranking Church officials. The amount of wealth and influence that Ecclesia holds is enough to rival the capital of Silverdale itself, and the clergy most certainly are aware of this fact. Recent events have seen Ecclesia become more and more strict in their already-stringent practices, and the dreaded Silver Inquisition gains more and more influence and power here with every new heretic burned at the stake. Recently, Ecclesia has barred any practitioners of non-Radiant magic from the city, and a non-faithful spellcaster who is discovered within its holy borders can expect a slow, agonizing punishment fit for a blasphemer. 


Roleplaying Tips: You are probably intensely religious and want to spread the word of Valtus throughout the land every chance you get, hailing from one of the most civilized and wealthy places in the entire land. Conversely, you may be unnerved by the mounting violence and campaign of terror that the Silver Inquisition has unleashed on your hometown and fled before things get worse. Perhaps you lost your faith altogether and fled Ecclesia to get away from the holy city and build your life anew elsewhere.


Keelhook Harbor

The port town of Keelhook is ruled over by the sea-worthy noble House Lymont, and this spirited, lively Duchy is a bustling place of travel and trade, and connects Valtmoor to the rest of creation. After the sacking of the Trolloch settlement of Wrackhagen, the Lymonts have doubled their awareness of naval threats in the area, and vessels dutifully patrol the area in search of any skulking longboats that might have eyes on the Harbor. Admiral Stodely Lymont is the harbormaster and ruler of Keelhook, and the wily ol’ Captain is actually looking forward to testing the mettle of his navy against the Goblin onslaught. In preparation for construction of new ships, the harbormaster has raised taxes and fines in his Duchy, much to the chagrin of the locals who must endure the financial hardship.  


Roleplaying Tips: Living as close to the sea as you have, you are no stranger to meeting people from all over Creation. You’re probably a sailor or a fisherman, and have a kinship to the sea and loyalty to the ruling Lymont family. You’re undoubtedly unhappy about the recent rise of pretty much all expenses in the Duchy, and maybe you even left your home because of this. Many say that Wrakhagen was the first casualty of the Frost Goblin fleet, and fear that Keelhook Harbor will be the second. You may just agree. 



Fog shrouded and emerald green, the enchanted hills of Denderway Isle are infused with Fae magic and ancient beauty. Floating islands dot the drizzling skies, each connected by rainbow bridges that link these land masses together. The normal rules of reality don’t always work in a fantastical place like Denderway Isle, and landmarks seem to shuffle in and out of existence with each passing day. While this mythical quality often befuddles (or terrifies) newcomers, the native Lepkin find it quite nice. After all, things being right where you left them is really quite boring…


Governance: The Lepkin are generally pretty casual about matters of rulership, taking more of a hands-off approach to governing than most others. Settlements in Denderway are ruled over by elected Mayors who are respected by the people they live among, with age and wisdom being valued much more than temporal influence or smooth talking. Mayors were almost always born in the settlements that they ‘rule’ over. The Lepkin are very community minded, and tend to treat everyone the same, no matter their social influence. 


Finlain (Capital)

The financial hub of Bravehold is the Lepkin capital of Finlain, which is little more than a massive, city-wide banking emporium. The city is built amidst some of the most legendarily profitable gold mines that have ever been discovered, and the cobblestone streets here are quite literally paved with gold. Populated almost exclusively by bankers, prospectors, artisans and merchants, Finlain is flush with wealth. A number of artisan Guilds hold massive sway here, but none can bring more influence to bear than The Emerald League, who are by far the most powerful merchant Guild in Bravehold, rivaling the purchasing power of most other Kingdoms entirely! Due to being home to many various Artisans Guilds, the architecture of Finlain is exceedingly beautiful and well-crafted, with its residents being truly proud sorts who appreciate a job done right–and properly compensated.


Roleplay Tips: Quality is of utmost importance to you, and you are probably an artisan of some sort who anguishes over every last detail. Whether you are a tailor or an accountant, you take to your craft with a meticulous focus that few others could hope to replicate or understand. You might have a tendency to be more than a bit competitive with others who share your same trade, and might go out of your way to prove just how much of an amateur they really are.


Brindlewick

The coziest place in all of Bravehold may well be the comfy, friendly village of Brindlewick. Rolling green hills are dotted with cottages and a completely unnecessary amount of pubs filled with sudsy drinks and generous song. It is here that the famous Bards in the land hail, learning their craft from the famous Bardic College of Brindlewick, which has produced some of the most legendary storytellers in all of creation. The people of Brindlewick always have a smile on their face and a song in their heart, and while they are always welcoming of outsiders and display a truly touching level of hospitality, they can show remarkable coldness once that trust and friendship is betrayed. “There are no second chances with a Brindlewick” is a popular Lepkin saying, and for good reason.


Roleplay Tips: You relish few things more than a good song, a frothy drink, and a bawdy story. You are inviting and friendly, but do not tolerate having your kindly nature preyed upon. Music most likely plays a large part in your life, and oftentimes get emotionally carried away by particularly emotional songs. You’re most likely that person who breaks out into inconsolable sobs when a sad song plays, or cannot resist singing along (loudly) to your favorite tune.


Tallybrook

It always rains in the murky town of Tallybrook, and there’s a good reason for it. Centuries ago, a gruesome Hag fell madly in love with the founder of the town, Eamon Tallybrook, and took the form of a pretty Lepkin Maiden to win his favor. The two were wed, until Eamon discovered his blushing bride’s collection of wigs and fake noses. After seeing her true and hideous appearance, Eamon immediately dropped dead and the Hag was run out of town by the angry villagers. Bitter and vengeful, the Hag delivered a curse to the town of Tallybrook, causing it to drown in her tears, and it’s been raining there ever since. As you might expect, life in Tallybrook is rainy, muddy, and none too bright. Many have tried (and failed) to break the curse that has gripped the unfortunate little town, but none have succeeded in halting the endless rain of tears. 


Roleplay Tips: Those born in Tallybrook find that their love lives are always in shambles, mirroring the doomed relationship of Eamon Tallybrook and the Hag. Your love affairs often end in spectacular fashion, and your disposition suffers because of it. You have a rather cynical view towards matters of love and romance, as one might expect from hailing from such a place.


Knucklebee Bog

This rowdy town is built on a patch of sopping wetland, and is one of the most lawless places in all of creation. The dreaded O’Malley Brothers Gang rules over Knucklebee Bog unrivaled, victimizing the populace and demanding outlandish prices in exchange for their “protection” from all the other hooligan gangs that populate the town. Violence and crime are the order of the day in Knucklebee, and there seems to be no end in sight. In fact, the O’Malley brothers have begun to spread their nefarious influence across Denderway Isle, and have even begun operations in the mainland of Bravehold, taking advantage of all the chaos and panic from the Frost Goblin campaign to line their own grubby pockets. 


Roleplaying Tips: You most likely did what you had to do to survive in the mean streets of Knucklebee. You probably did some things that you’re not too proud of to get by, and may have even been a member of one of the many gangs that fight it out for turf daily. Perhaps you are trying to go straight and turn your life around, leaving your home behind in the process in order to better yourself and escape a life of brutality and conflict. Lepkin from Knucklebee Bog tend to be street smart and savvy, and their harsh, thick accents are nigh-unintelligible to most non-Lepkin. Heck, even other Lepkin from other towns probably don’t understand you half the time.  


Glamourgazzle

This enchanted place is located on one of the floating land masses that drift through the  skies of Denderway. A cozy town surrounded by massive mushrooms and infused with fae magic, Glamourgazzle is a place where fantastical things seem to regularly occur. This is undoubtedly due to its vicinity to numerous fairy creatures that are seemingly drawn to the settlement for whatever mysterious reason. It is not uncommon for those in Glamourgazzle to be approached by powerful, alien fae beings and enticed with promises of their heart’s desire in exchange for some seemingly nebulous price, and many of the town’s festivals and celebratory days revolve around this or that rural legend or mythical being that needs to be paid its respects. Other Lepkin sometimes view people from Glamourgazzle as flighty, whimsical dreamers, but to a native of this place, magic and fable are just normal facts of reality, and they act accordingly.


Roleplaying Tips: The enigmatic and fickle Fae have been your neighbors for as long as you can remember, and the very last thing you want to do is offend them Those that displease such immortal, strange creatures are dealt with in most creative ways, and you don’t intend to be one of them. Even among the normally superstitious Lepkin, you take the cake, probably engaging in a number of seemingly insane rituals and observances in fear that you might offend this or that Fairy lord or lady. You’re probably well versed in Fae knowledge and can most likely weave a wicked children’s tale.  



  Aptly named, the skies over the kingdom of the Trollochs is eternally black and shrouded in impenetrable darkness. Not even the light of stars or the moon can slink their way through this ever present blanket of night. Gaping fissures in the earth lead down into the mythical underworld, and oftentimes belch forth roving undead creatures.


Governance: The leader of the Trolloch people gains the title of Black Sage, who is chosen by Mortriggon, the God of Death once every 7 years. The Black Sage has access to a group of advisors called the Black Council, and each Councilor loosely rules over one of the Settlements of Bleakharrow. Councilors do not interfere much in the running of their Settlements, overseeing their holdings with casual observance and only interfering when necessary. Trollochs like to be left to their own devices, and their style of rulership reflects this.      

 

Wormheim (Capital)

The sacred capital city of the Trolloch people is a sprawling metropolis with winding canal streets filled with inky black water. Travel here is conducted via long, thin reed gondolas piloted by robed skeletal figures that whisk passengers where they need to go for the low, low cost of 2 Copper pieces. The grand entrance to the underworld-empire of Mortriggaz resides in the center of Wormheim, and anyone can saunter down into its bony depths if they wish. Due to its proximity to the lands of the dead, Wormheim is a place where the Undead frequently intermingle with mortals, and it isn’t uncommon to find skeletal cashiers or phantasmal blacksmiths still plying their trade long beyond their earthly expiration date. The famed architecture of Wormheim is beautiful and intricate, with gothic arches and pointed spires dominating the landscape. This strange contrast between the morbidly grotesque and the breathtaking beauty of the architecture makes Wormheim a truly unique place.  


Roleplaying Tips: You’re most likely quite used to the company of the Undead, possibly to the point of considering them to be kin to you. This most definitely creeps non-Trollochs out more than a little bit, and you have a higher tolerance for oogly, slimy, creepy-crawly things than most could ever hope.


Somberspire

High in the black peaks of a majestically spooky mountain range, a community of artists, poets, and writers is tucked away. Trollochs are capable of having remarkably sensitive souls, and this community of creatives and outcasts is proof of this fact. Introspective and artistic, denizens of Somberspire bemoan their existence and ponder the deeper questions of existence. Gargoyles are commonly encountered in the areas surrounding Somberspire, and they share the land with the Trollochs, sometimes even interacting and trading with them. 


Roleplaying Tips: You’re probably artistic in some capacity, appreciating most the ability to express emotions and delve into your own inner darkness. While creative and inspired, those born in Somberspire can also be more than a little tiring with their constant bemoaning of every single aspect of life. Often morose and downtrodden, those from Somberspire often get on the nerves of even other Trollochs. 


The Black Forest 

A rugged place that is densely clotted with a canopy of black trees, bone-white bark and onyx mountains, the Black Forest carries a strange beauty to it, and is dotted with solitary cabins and lonesome ranches that are separated by vast stretches of untamed land. There are no roads in the Black Forest, only a network of thin trails surrounded by an endless sea of trees and slavering, dangerous wildlife. Wind howls and sways the blasted branches of the trees that litter the forest, and this place is reminiscent of a land stolen straight from the pages of some dark fairy tale. 


Roleplaying Tips: Even among the reclusive Trollochs, you are that much more of a solitary creature. You are used to having your closest neighbor be at least a handful of miles away, and value privacy above all else. You are rustic and self-sufficient, living off the land and knowing how to get by with little. Social situations irritate you, and you seek to leave densely populated places as quickly as you can. What you have, you most likely made with your own hands. Others call you grizzled and gruff, but very rarely do so in your presence.


Wrackhagen

This mild-mannered port town never did anything to deserve the dreadful fate that became of it. One cold, crisp morning, a fleet of Frost Goblin longboats landed on the shores of Wrackhagen and a flood of crazed Frost Goblin Berserkers led by King Nulgriff himself slaughtered whoever stood in their way and sacked the town, putting all captives to the sword and plundering anything of value. To this day, the city lies in absolute ruin, populated entirely by the mournful specters of the common folks who were so brutally butchered. The indomitable castle of the Necromancer prodigy Nadja Nostrivaine looms in the distance, overlooking the lonesome town, and she is the last living resident of Wrackhagen. I’m sure she is in absolutely no way up to something nefarious…


Roleplaying Tips: You are one of a handful (seriously, there are not that many) of survivors of the sacking of Wrackhagen, and barely escaped the massacre with your life. You undoubtedly lost many loved ones in this shocking attack, and most likely have a bitter hatred of Frost Goblins as a result. You probably would like to return to Wrackhagen and see if you could commune with your ghostly lost loved ones, but seeing your home town in such a state of absolute destruction fills you with a dread that prevents you from attempting it.


Rottergrad

Surrounded almost entirely by the indomitable Gorgovak mountains, Rottergrad is always bitterly cold, and the land is consistently coated in a blanket of crunchy and white snow. Desolate and remote, Rottergrad is composed of a network of small, simple rural villages that work together for mutual survival and benefit. Monster attacks in Rottergrad are a massive concern, and the shadows howl with even more dangers than in most other places in Bleakharrow. There is a palpable aura of fear and hopelessness in Rottergrad that seems to soak itself into the very air. Poverty, starvation, sickness, and hopelessness are all the trademarks of this blighted place, whose simple people shiver in the darkness, struggling to survive another grim day. Cut off from the rest of Bleakharrow by the majestic and black Gorgovak mountains, Rottergrad is a poor, backwards nation all its own. 


Roleplaying Tips: You are from a simple place where banding together for mutual benefit was a necessity. Because of this, you tend to be a team player and work well with others. Discovering the wealth and prosperity of the world beyond Rottergrad undoubtedly overwhelms you, and you prefer life simple and minimalistic. Being dependable and reliable are the finest traits that one could possibly espouse in your estimation, and your loyalties are unwavering once they are secured. You probably left Rottergrad to find work to send back to your family, or because everyone you knew in your village died of plague or under the slavering fangs of some horrid nightmare creature.

 


The Marinauts are the undisputed masters of the mystical body of water known as the Eternal Sea. Filled with all manner of majestic sights and strange wildlife, this sunken Kingdom is one of the most awe-inspiring places in all of creation. 


Governance: The Emperor is the towering authority of the Eternal Sea, and he claims dominion over everything within its borders. The Emperor appoints Senators from among the people to vote in matters in large Senate meetings, but the Emperor still wields ultimate authority, allowing his gaggle of sycophantic Senators to tend to the boring matters of state to give the people the illusion of democracy. Generally speaking, as long as the Kingdom runs relatively smoothly and he is spoken of with as much deference as possible, the Emperor lets the Senate do as they please.


Atlanteum (Capital)

The domed capital city of the Marinauts is a testament to their architectural talents and dedication to pleasure. Much like the people themselves, the city of Atlanteum is designed to dazzle and delight each of the five senses. Majestic marble statues, columned buildings, and thrilling spectacle are all the order of the day in the home of these mercurial people. At first, the utter majesty of the city can hypnotize and enchant the average outsider, but it doesn’t take long before the ugly underbelly of Marinaut culture can be seen. Bloody gladiatorial games and decadent reverie by the rich and wealthy make even those with loose morals balk when witnessed for the first time. Ugly realities like slavery, abuse of power, and imperialistic violence all fester beneath the pretty surface of these complicated seafarers.


Roleplaying Tips: There is little in the way of experience that you have not reveled in. A little is never enough for someone like you, as you are accustomed to satiating your darkest desires whenever they happen to rise to the surface. You live to the absolute maximum of your means, and hail from a city founded on the gluttoning of base desire. Lucky you.


Chumdeep Island

The only topside settlement of the Marinaut people, Chumdeep Island is a lively port town that attracts seafarer’s from around Creation. This lively seadog’s paradise is filled with bawdy taverns and plenty of questionable shops to unload ill-gotten plunder. Pirates and seafaring Brigands of all sorts make Chumdeep their base of operations, and those who call it their favored port of call have an admirable loyalty to the place no matter which Kingdom they hail from. The vicious, bloodthirsty Marinaut pirate Captain Redgills is the undisputed master of Chumdeep Island, and he does not recognize the authority of the Marinaut Emperor over his island kingdom. Many whisper that it is only a matter of time before the two larger-than-life personalities clash.


Roleplaying Tips: You are fiercely devoted to your island home, and consider it a Kingdom unto itself. You feel most at home on the sea, and quite possibly have enjoyed the adventurous life of a pirate. You might consider laws to be more like suggestions, and seek a life of travel and adventure. The crew of your ship is as close a family unit as you could imagine, and you abide by the laws of the sailor in all things.


Demedrios

This underwater city has no dome, and thus can only be visited by those who can freely breathe underwater. As such, the population is dominated by Marinauts. Demedrios is a simple place bereft of the sensational trappings of most Marinaut settlements. Named after the Marinaut philosopher Demedrian, this underwater commune was founded by those who sought a simple life far from the excesses of their people. Demedrian believes that the Marinaut people were once paragons of discipline and virtue, but eons of debauchery and success has rotted out their communal soul, leading to social decay and excess in all endeavors. Demedrios’ philosophy is one of stoicism and simple living, and he has amassed a strong following of deep thinkers who ponder the true meaning of life, finding it to be more than simply yielding to whatever sugary desire can be indulged in next.


Roleplaying Tips: You truly believe that your people have lost your way, becoming little more than slaves to sensuality and desire. The lofty standard of living that most Marinauts are accustomed to simply cannot hold, and you see social collapse in the near future for your once-proud people. You preach simplicity in all things, and ponder the bigger questions in life. Others might see you as an over-philosophizing navel gazer, but you consistently try to rise above your base urges in order to strengthen your character.


Karpa

The Marinauts are known for their searing passions and wild excesses, and the settlement of Karpa harnesses the naturally volatile Marinaut temper and seeks to hone it into an indomitable weapon of war. A warrior culture like no other, Marinauts from Karpa are unapologetically militaristic, seeking to perfect their skills in battle and test their mettle whenever possible. Some of the most legendary warriors and gladiators in Marinaut history hail from Karpa, and the city is domed to allow outsiders entry, but not without proving themselves in battle first. Every non-Marinaut newcomer to Karpa must display capability in battle (Having either the Melee or Aim skills at Adept rank or higher will do) or be disallowed entry. The finest military academy in all Creation finds its home in this soldier’s paradise, and Karpa attracts all manner of martially-minded folks to its training grounds. Karpa has a long history of being fanatically loyal to the Emperor of Atlanteum, as Nyrinos makes it a habit of choosing his royal guards from among the impressive soldiers of Karpa, as well as personally funding the operation of its many military academies to insure continued loyalty. Indeed, the Emperor is never seen without his legendary guardians to dissuade any would-be assassins. 


Roleplaying Tips: You will suffer no slights to your honor, and will gladly fight to defend it if you feel it called into question. In fact, you need perilously little reason to throw down if the mood strikes. Others probably see you as a bit too trigger-happy, but undoubtedly marvel at your physical prowess on the battlefield when you do choose to unleash heck. In order to claim Karpa as your hometown, you must have a Vigor score of at least 3+ and must have both the Melee and Aim skills at Adept rank or higher. THIS! IS! KARPA!


Shattershale

A large whirlpool called “The Bluemaw” constantly rages in a patch of the Eternal Sea that has become infamous among seafarers of all kinds. Beneath this, the wreckage of countless vessels claimed by the Maw resides on the ocean floor, and out of the shells of these broken vessels, a Marinaut community has arisen. This settlement is not domed and not hospitable to non-aquatic beings. As you might expect, Shattershale is not a very nice place, being constructed entirely of the ruins of shipwrecked vessels sunk to the bottom of the sea. Few live in Shattershale unless they absolutely have to, and Marinauts with any kind of class consider the dregs of Shattershale to be little more than social outcasts, pariahs, and scavengers. 


 Roleplaying Tips: You done messed up somewhere in your life. Perhaps you made an enemy of an influential Senator or even Emperor Nyrinos himself. Maybe you’re a criminal evading capture or are simply a dreg of society. Whatever the case, your morals and standards are probably not of the highest caliber. Others might see you as a shameless scavenger, but you’d be surprised what goodies someone can claim rummaging through the ruins (and corpses) of others!



When the world was young, the Kingdom of Thet’Kharoon was old. Universally known to be the first Kingdom in creation, the silken, boiling sand dunes of this harsh desert wasteland is rife with dense mystery and ancient magics. Settlements are separated by endless miles of inhospitable terrain, and even the most basic travel between locations can prove fatal here. All that being said, the wisdom that can be unearthed from this first Kingdom of creation makes it a prized destination for those seeking knowledge.


Governance: Magic is power in Thet’Kharoon, and those with the Mysterious Blood Edge are seen as first class citizens (with those that practice Arcane Magic specifically being the most vaunted among them). The head of state in Thet’Kharoon is granted the title of Pharaoh, which is granted to the most proficient magic user in the Kingdom. The Pharaoh can be challenged to a ritualistic Wizarding Duel to the death if someone seeks the hallowed title. Being that failure means literal destruction, challenges to the throne are few and far between.


Obneerak (Capital)

It is said that the first wizards in Nezdriodel learned at the foot of the goddess of secrets and magic herself, and this mythical transaction of knowledge occurred in the Serpae capital city of Obneerak. Simply put, every Wizard dreams of gaining admittance into the magical academy of Obneerak, where some of the most potent sorcerers in history have practiced their mysterious arts and learned how to manipulate the secrets of creation. Beyond magical learning, the finest libraries in the entire world can be found here, etched upon dusty scrolls that tell the histories of civilizations long extinct eons before our current age. As you might expect, some of the greatest universities in the known world were founded in Obneerak, and the acquisition of knowledge is a nigh-religious pursuit here. 


Roleplaying Tips: You are most likely highly educated and have sharpened your mind to a razor-fine point. You have a deep urge to delve into any subject in which you are uninformed, and being ignorant of a subject is an insufferably inexcusable feeling for you. You possibly consider yourself superior to those of lesser education (which would be most) and might have a habit of speaking slowly so that other, less capable minds can follow along. 


Khefnu

What appears at first to be a simple, peaceful and quiet Serpae village houses a deeply buried secret, and many whisper that this mild-mannered settlement is actually the hidden base of a mythical society of assassins called the Court of Coils. This is, of course, absolutely correct, and the Court of Coils has set up their mysterious headquarters far beneath the surface, hiding themselves away in the darkness. This mysterious shadow-cult has a strange sense of morality, and will only take contracts out against morally corrupt individuals. Their price is high, but success is practically assured, and someone marked for death by the Court of Coils is as good as doomed. Strangely, Khefnu has very little in the way of crime, as the Court also acts as a de facto police force that keeps the settlement in line. As a result, most people go about their daily lives, knowing that they have a hive of death-dealing assassins living beneath them, hoping beyond hope to not offend them. Troublemakers tend to disappear without a trace in the streets of Khefnu. People in Khefnu are almost suspiciously humble and polite, as they never know if the person they are interacting with is a blood-drenched assassin.


Roleplaying Tips: You are adept at looking the other way and keeping your head down. You most likely have run across members of the Court of Coils in your everyday life, and may even have means to get in touch with the shadowy group if you really need to. You are polite and formal with everyone you happen to come across, not because you are polite and humble, mind you, merely out of force of habit.


Shembri

The mythical oasis of Shembri is a patch of lush, tropical beauty in an otherwise savage land. It was discovered by a Serpae explorer by the name of Ubaris, who had gotten lost in a raging sandstorm and promptly lost his mind beneath the torturous sun. Near death and completely unhinged, the desperate explorer stumbled across a patch of verdant green paradise that was already occupied by a group of native Lizardfolk. Not particularly known for their intelligence, the native Lizardfolk believed that the ranting, raving Serpae was a god, and immediately began to worship him. Ubaris suddenly found himself as the leader of Shembri, and commands his worshippers to fulfill his mad bidding. The uneducated Lizardfolk are terrified of their new god, and serve Ubaris with absolute loyalty. Since then, other Serpae have discovered the verdant settlement of Shembri, and are even allowed to live there as long as they pledge fealty to the god-king Ubaris. Daily, King Ubaris makes mad decrees of his subjects, which must be obeyed upon pain of death. On some days, he decrees that no one in the settlement is allowed to wear clothing, and the next, he could randomly choose a resident of Shembri to shower with gems and riches. Many of the residents of Shembri soon become just as addled as their God-King after a time living in such a chaotic society, but it’s certainly never boring!


Roleplaying Tips: You are most likely a bit of an oddball and consider yourself fortunate to be living in such a lush environment. The oasis paradise of Shembri is quite naturally beautiful, and putting up with an insane God-King and his gaggle of moronic Lizardfolk is a small price to pay to enjoy such surroundings. When compared to the boiling, silky sands that dominate Thet’Kharoon, a blushing green oasis with crystal clear pools is highly preferable. Natives of Shembri are eccentric (some would say insane) souls who tend to stick out of any crowd due to their flamboyant manner of dress and even more vibrant personalities. You possibly offended the dreaded God-King in some fashion and were banished from the land, or maybe you were granted some silly task by him which led you to leave your home. Whatever your situation, you are most likely whimsical and not too grounded in reality. All hail God-King Ubaris!


Hyphotep

This marvel of a settlement is built atop a deadly sea of ever-shifting quicksand, with slim onyx towers jutting forth from the depths, all of which are interconnected via a network of elaborate rope bridges. Falling into the sands of Hyphotep is almost assuredly a death sentence, and more than one unfortunate soul has been “accidentally nudged” into an early grave. It has long been surmised that those hailing from Hyphotep have particularly vengeful souls, and are gifted at the art of bestowing curses, with a rather lucrative trade of hexing-for-hire gaining much prominence here. At any one of the numerous Curse-dealers in operation, one can simply supply the name and physical description of the individual they want cursed to begin the process. The Hexer happily takes this information and carves it into a clay tablet that is then sold to the purchaser for quite a high price (anywhere from hundreds to many thousands of gold, depending on the severity of the curse in question). The tablet is then smashed by the purchaser and the curse is enacted. While there are many charlatans in the trade looking to make a fast pouch of gold by selling nonsense, rest assured that this sacred art of Hexing absolutely works when done by a professional, and many have fallen to ruin because of it. Note that for some reason, Hexing only works when done within the borders of Hyphotep. Because a physical description is needed to Hex someone, many people who live in Hyphotep shield their identities behind a mask to try and hex-proof their identity. I would highly advise this.


Roleplay Tips: Those from Hyphotep are renowned for their long memories and habit of holding lengthy grudges. Even for a Serpae, you most likely bitterly cling to animosities and do not forgive easily. Even if you no longer reside in Hyphotep, you probably still wear a mask to cover your face and possibly use an alias so that no one knows your true name. As you might expect, this makes you even more suspicious than your kind normally are, but others from Hyphotep see it as nothing more than a necessary precaution. 


Va’Shesh

This densely populated marketplace has an exotic beauty to it, and veritably anything (and I do mean anything) can be bought and sold here. There are very few rules when it comes to the commerce practices of Va’Shesh, and anything from fine silks, illicit narcotics, majestic pottery, or even nubile slaves are sold by the dozen here. While one can browse the most exotic goods in all of Creation in this sprawling settlement, it is always best to keep a spare eye peeled for the numerous thieves and sly pickpockets that stalk the market, preying on the unwary and lining their own pockets in the process. 


Roleplaying Tips: Everything has a price, and you live your life accordingly. Whether you broke a clay pot by accident or slit the throat of someone’s relative, there’s very little that you don’t think paying enough coin can make good again. This attitude might shock others, but for you, each and every aspect of life is transactional.



The chain of frozen islands that comprise the “Kingdom” of Goblund are the native home of the ravenous Frost Goblins that have been terrorizing the continent of Bravehold most recently. As you might expect, Goblund is a land of constant snowfall and absolutely frigid temperatures, with occasional hot springs being dotted throughout the landscape. The surrounding islands of Goblund are naturally defended from naval attack by a maze of stabbing icebergs that jut up from the chilly depths, impaling the hulls of any vessel larger than the narrow, nimble and shallow longboats that the Goblins employ.


Nulgrimm (Capital)

The heart of the Frost Goblin Empire is named after the violent and lovestruck King of the Frost Goblin people. King Nulgriff and his seemingly never-ending horde of frenzied warriors spread their malice throughout Bravehold, striking with lightning speed and then vanishing back into the sea with longboats full of gleaming plunder before their victims knew what hit them. Nulgrimm is littered with forges to make weapons and shipwrights to make longboats and other strange seafaring vessels. Aesthetically, Nulgrimm is composed of a number of longhouses and a Great hall where King Nulgriff and his finest warriors revel, drink, and tell grand tales of horrific battles.


Dwarmyre (Pronounced Dwar-Mire)

The reclusive Dwarves of Goblund live inside a massive frozen mountain in their home city of Dwarmyre. For time immemorial, Dwarves have been neutral in the affairs of the world, being led by a coven of mysterious and wise Rune Witches that recently have decided to back the Frost Goblin warlord King Nulgriff in his quest to subjugate the continent of Bravehold. Rumor has it that the Rune Witches of Dwarmyre have seen omens and experienced grand dreams that proclaim King Nulgriff to be the bringer of a great avalanche that will bury the world. Because of these portents, the famed Dwarven Berserkers and Rune Witches of Dwarmyre swear fealty to King Nulgriff, and he couldn’t be happier about it. Dwarmyre is a truly miraculous city carved out of crystalized frost. Goblins are tolerated within the borders of Dwarmyre, but are often casually ignored by natives and given a shoulder that is as broad as it is cold.


Mistletopia Village

Once upon a time, there was a friendly old man with a fluffy white beard who would bring toys to the children of creation once a year. His name was Ol’ Snowbeard, and he was a jolly fellow who had a large workforce of Elf helpers who would build toys year round. After a while, the talented tinkerer Elves in Ol’ Snowbeard’s employ got bored of making toy trains and stuffed animals, and wanted to make fun things like bombs and laser guns and whatnot. A splinter faction of these industrious Elves made a dark pact with the Frost Goblin Warlord King Nulgriff, offering to build machines of war for him in exchange for liberating the Elves from their jolly employer. King Nulgriff happily agreed, and he and his forces stormed the workshops of Mistletopia and beheaded Ol’ Snowbeard to the delight of his newly freed Elven workforce. Ever since, the Elves have turned Ol’ Snowbeard’s workshop into a factory that mass produces weapons of war and conquest. Mistletopia Village is a serene and pretty place where snowfall is fluffy and soft, and the houses are made out of gingerbread. All of this prettiness hides the ghastly devices and weaponry that churn out of the endless factories that dot the picturesque landscape. 



The land of the Lava Giants is, as you might expect, a brutal and harsh terrain filled with magma-belching volcanos and towering prehistoric creatures. The skies above Chartrundle are streaked with oranges and yellows, with smoggy gray clouds strewn across the boiling heavens. Rivers of glowing lava streak through a dry and dangerous landscape. Natural disasters are commonplace in Chartrundle, with massive earthquakes ravaging the landscape frequently. A drizzle of constant sooty ash rains down from the warm-looking sky, coating the land in an ashen snowfall unseen anywhere else.   


Kagzand (Capital)

Big Momma Sha’Graan’s seat of power is the Lava Giant capital of Kagzand, a (literally) massive settlement built around Mount Kagzand, the largest volcano in all of Creation. Kagzand is something of a holy city to the Lava Giants, and the brutal god of hunger and madness, Kravagon, stomps his way to the Lava Giant capital once a month to gorge himself on an offered sacrifice. Big Momma Sha’Graan chooses one of her tribe that displeases her to ritually feed to their monstrous god, and the day is celebrated as a gory holiday among the simple-minded Lava Giants, who watch with absolute awe as their ravenous god attempts to quench its never-ending hunger. Big Momma Sha’Graan holds power over her people through sheer force, but not all the Lava Giants support her uniting kingdoms with the Frost Goblins. “Fire and Frost shall not mix” is what Big Momma Sha’Graan’s most ardent opposition claims. Lava Giants are clannish and insular, and most do not care to mingle with outsiders under any circumstance. The Giant Queen’s most ardent opposition is her old rival, Fang’Daz, an opportunistic and power-hungry Lava Giant who tries to undermine his Queen at every opportunity, coveting her throne and influence. With each day that passes, Fang’Daz gathers more and more popularity and support among those who are vehemently opposed to uniting their callous kingdom, and the tension between Sha’Graan loyalists and Fang’Daz’s splinter faction builds with each passing day.


Turk-Turk

The most populous species native to the boiling Kingdom of Chartrundle are the primitive, simple-minded Cromagnerthals. These tribally orientated, folk live in a loose community of villages collectively known as Turk-Turk. There isn’t much in Turk-Turk but crudely made huts and the very basic amenities of stone age civilization. Life here is simple, oftentimes brutal, and most likely short, with rampant prehistoric beast attacks being a constant problem. The natives of Turk-Turk follow a strict caste system of hunters and gatherers, where each role is vital to the survival of the society itself. Most Cromagnerthals travel in wandering nomadic bands, with Turk-Turk being the first (and currently only) permanent settlement formed by these heavy-browed primitives.